16 if (firstSlot != -1) {
21 if (secondSlot != -1) {
70 s32 selectedVariant = variant;
71 struct UiWindow *targetWindow = window;
75 if (selectedVariant == 0)
85 if (variant || targetX)
101 s32 selectedVariant = variant;
102 struct UiWindow *targetWindow = window;
106 if (selectedVariant == 0) {
119 if (selectedVariant || x)
125 object->animStep = 0;
void Ability_LoadGlyphFar(s32 action, s32 with_base, s32 *slot, s32 *tile, s32 reuse)
struct RenderOutput * RenderOutput_CreateFar(s32 slot, s32 flags, struct UiWindow *input, s32 offsetX, s32 offsetY)
void * Runtime_AllocateBlock(s32 kind, s32 size)
As Runtime_AllocateHeapBlock, but tries EWRAM first, for blocks that need room more than speed: the b...
void Runtime_ReleaseHeapBlock(s32 slot)
A render output: a sprite in a window's output list (a character, an icon or a portrait),...
A window: a framed rectangle of the tilemap with its sprite outputs, its opening or closing animation...
s32 VramCache_Reload(s32 no, s32 src)
Copies src again into entry no's VRAM, keeping its size.
s32 Resource_ResetEntry(u32 no)
Frees cache entry no: its blocks go back and the entry is marked free (offset 0xffff).
s32 Resource_FindFreeEntry(void)
Returns the number of the first free cache entry, or VRAM_CACHE_ENTRY_COUNT when all are taken.
s32 VramCache_Load(u32 no, u32 size, const void *src)
Gives cache entry no size bytes of sprite VRAM and copies src there.